Bullet Collision Detection & Physics Library
btRaycastCallback.cpp
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1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
16//#include <stdio.h>
17
24#include "btRaycastCallback.h"
25
27 :
28 m_from(from),
29 m_to(to),
30 //@BP Mod
31 m_flags(flags),
32 m_hitFraction(btScalar(1.))
33{
34
35}
36
37
38
40{
41 const btVector3 &vert0=triangle[0];
42 const btVector3 &vert1=triangle[1];
43 const btVector3 &vert2=triangle[2];
44
47
49
50 const btScalar dist = vert0.dot(triangleNormal);
52 dist_a-= dist;
54 dist_b -= dist;
55
56 if ( dist_a * dist_b >= btScalar(0.0) )
57 {
58 return ; // same sign
59 }
60
61 if (((m_flags & kF_FilterBackfaces) != 0) && (dist_a <= btScalar(0.0)))
62 {
63 // Backface, skip check
64 return;
65 }
66
67
69 const btScalar distance = (dist_a)/(proj_length);
70 // Now we have the intersection point on the plane, we'll see if it's inside the triangle
71 // Add an epsilon as a tolerance for the raycast,
72 // in case the ray hits exacly on the edge of the triangle.
73 // It must be scaled for the triangle size.
74
75 if(distance < m_hitFraction)
76 {
77
78
80 edge_tolerance *= btScalar(-0.0001);
81 btVector3 point; point.setInterpolate3( m_from, m_to, distance);
82 {
83 btVector3 v0p; v0p = vert0 - point;
84 btVector3 v1p; v1p = vert1 - point;
86
88 {
89
90
91 btVector3 v2p; v2p = vert2 - point;
93 cp1 = v1p.cross( v2p);
95 {
97 cp2 = v2p.cross(v0p);
98
100 {
101 //@BP Mod
102 // Triangle normal isn't normalized
104
105 //@BP Mod - Allow for unflipped normal when raycasting against backfaces
106 if (((m_flags & kF_KeepUnflippedNormal) == 0) && (dist_a <= btScalar(0.0)))
107 {
109 }
110 else
111 {
113 }
114 }
115 }
116 }
117 }
118 }
119}
120
121
123{
128 m_hitFraction = 1.0f;
131}
132
133void
135{
138
141
142//#define USE_SUBSIMPLEX_CONVEX_CAST 1
143//if you reenable USE_SUBSIMPLEX_CONVEX_CAST see commented out code below
144#ifdef USE_SUBSIMPLEX_CONVEX_CAST
146#else
147 //btGjkConvexCast convexCaster(m_convexShape,&triangleShape,&simplexSolver);
149#endif //#USE_SUBSIMPLEX_CONVEX_CAST
150
153 castResult.m_allowedPenetration = m_allowedPenetration;
155 {
156 //add hit
157 if (castResult.m_normal.length2() > btScalar(0.0001))
158 {
159 if (castResult.m_fraction < m_hitFraction)
160 {
161/* btContinuousConvexCast's normal is already in world space */
162/*
163#ifdef USE_SUBSIMPLEX_CONVEX_CAST
164 //rotate normal into worldspace
165 castResult.m_normal = m_convexShapeFrom.getBasis() * castResult.m_normal;
166#endif //USE_SUBSIMPLEX_CONVEX_CAST
167*/
168 castResult.m_normal.normalize();
169
170 reportHit (castResult.m_normal,
171 castResult.m_hitPoint,
172 castResult.m_fraction,
173 partId,
175 }
176 }
177 }
178}
const T & btMax(const T &a, const T &b)
Definition btMinMax.h:29
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition btScalar.h:292
btContinuousConvexCollision implements angular and linear time of impact for convex objects.
The btConvexShape is an abstract shape interface, implemented by all convex shapes such as btBoxShape...
EpaPenetrationDepthSolver uses the Expanding Polytope Algorithm to calculate the penetration depth be...
btSubsimplexConvexCast implements Gino van den Bergens' paper "Ray Casting against bteral Convex Obje...
The btTransform class supports rigid transforms with only translation and rotation and no scaling/she...
Definition btTransform.h:34
virtual void processTriangle(btVector3 *triangle, int partId, int triangleIndex)
virtual btScalar reportHit(const btVector3 &hitNormalLocal, const btVector3 &hitPointLocal, btScalar hitFraction, int partId, int triangleIndex)=0
const btConvexShape * m_convexShape
btTriangleConvexcastCallback(const btConvexShape *convexShape, const btTransform &convexShapeFrom, const btTransform &convexShapeTo, const btTransform &triangleToWorld, const btScalar triangleCollisionMargin)
virtual void processTriangle(btVector3 *triangle, int partId, int triangleIndex)
btTriangleRaycastCallback(const btVector3 &from, const btVector3 &to, unsigned int flags=0)
virtual btScalar reportHit(const btVector3 &hitNormalLocal, btScalar hitFraction, int partId, int triangleIndex)=0
btVector3 can be used to represent 3D points and vectors.
Definition btVector3.h:84
void setInterpolate3(const btVector3 &v0, const btVector3 &v1, btScalar rt)
Definition btVector3.h:503
btVector3 cross(const btVector3 &v) const
Return the cross product between this and another vector.
Definition btVector3.h:389
btScalar dot(const btVector3 &v) const
Return the dot product.
Definition btVector3.h:235
btVector3 & normalize()
Normalize this vector x^2 + y^2 + z^2 = 1.
Definition btVector3.h:309
btVoronoiSimplexSolver is an implementation of the closest point distance algorithm from a 1-4 points...
RayResult stores the closest result alternatively, add a callback method to decide about closest/all ...